DLCR: Wild Guess

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Another M13 card to rate...

Wild Guess


5.0: First pick no matter what pack.
4.5: First pick pack 1.
4.0: I will strongly consider playing this as the only card of its color.
3.5: I feel a strong pull into this card’s color.
3.0: This card makes me want to play this color.
2.5: Several cards of this power level start to pull me to this color.
2.0: Should generally make the deck if in this color.
1.5: Decent filler.
1.0: 23rd card if you have to.
0.5: This card will sometimes be sideboarded in.
0.0: I will never put this card into my deck (main deck or after sideboarding).

This card can be alright.  I don't normally run it but I have a couple times and it can be helpful.  Other times it can also be a dead draw and it's a horrible topdeck.



I've never run it, the effect is pretty blah and the RR doesn't help it's case any.
Tolkein was a jerk. Seriously, what DM sends 9 Wraith Lords at a Lvl 2 party of Halflings. The only 'correct' way to play D&D is by whatever method is making the group you have at that session, have the most fun.
They really should have made this an instant. It's hard to run this over Rummaging Goblin, but I will if I have to. Something in the 1.0-1.5 range seems right.
1. You might run this.
Preparing for the M14 Prerelease - New article up! IN THE TANK - my very own blog for rambling about Magic!
Solid 1.5.
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